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Difference between revisions of "v0.31:Dungeon master"

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(if you're going to correct it, spell it right)
 
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{{av}}
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{{Quality|Superior|18:36, 7 January 2014 (UTC)}}
{{Quality|Fine}}
 
 
{{Noble
 
{{Noble
 
| noble=Dungeon Master
 
| noble=Dungeon Master
Line 7: Line 6:
 
| office=Office
 
| office=Office
 
| tomb=Burial Chamber
 
| tomb=Burial Chamber
| stands=1
 
| racks=1
 
 
| chests=1
 
| chests=1
 
| cabinets=1
 
| cabinets=1
 +
| racks=1
 +
| stands=1
 +
| demands=1
 
| arrival=
 
| arrival=
* Unknown
+
* Appointed by [[Baron]]
 
| function=
 
| function=
 
* Tame exotic animals
 
* Tame exotic animals
}}
+
}}{{av}}
:''"The dungeon master ponders fell beasts and treasure."''
 
 
 
At this moment, getting a Dungeon master seems to be bugged, as very few to no players have ever acquired a Dungeon master. You need to get a Baron or Baroness first, say the raws.
 
 
 
The '''dungeon master''' is a {{L|noble|noble}} and, like the {{L|Expedition Leader|expedition leader}}, is not a position that can be replaced by the player{{verify}}. S/he arrives as an {{L|Immigration|immigrant}} and is not elected. <!--The dungeon master arrives in a fortress' first immigrant wave after reaching a population of 50 if certain site features are present like {{L|Magma|magma}}, a {{L|River|river}} or a {{L|Brook|brook}} (as [http://www.bay12games.com/forum/index.php?topic=13243.msg122185#msg122185 confirmed] by Toady One). This only occurs after the features have been discovered. The dungeon master may also arrive alone, without immigrants{{verify}}.
 
 
 
The dungeon master has a somewhat... odd taste in clothing. He or she often shows up wearing a cloak, hood, and mittens while wearing no form of pants, shoes, or socks. The dungeon master will often procure additional cloaks and wear them on top of each other, often as many as a dozen cloaks at a time{{verify}}.-->
 
 
 
The presence of this noble allows taming of exotic {{L|animals|animals}} (by the dungeon master as well as other animal trainers). Exotic animals are animals with the [PET_EXOTIC] tag.
 
<!--
 
The dungeon master arrives with  skills from both the {{L|Metalsmith|metalsmith}} and {{L|Ranger|ranger}} groups at (''no adjective'') skill level. These skills are:
 
*{{L|Animal trainer|Animal trainer}}
 
*{{L|Animal caretaker|Animal caretaker}}
 
*{{L|Furnace operator|Furnace operator}}
 
*{{L|Metal crafter|Metal crafter}}
 
 
 
Additionally, dungeon masters have the {{L|armorsmith|armorsmith}}, {{L|weaponsmith|weaponsmith}}ing and {{L|metalsmithing|metalsmithing}} labor turned on even though they possess no base skill.  At the moment{{version|0.28.181.40d}} since there is no way of adjusting a noble's jobs this means s/he can and will take over any of these crafts from a more skilled {{L|dwarf|dwarf}} unless Workshop Profiles are used on the forge to prevent such.  However, dungeon masters will not build metal {{L|construction|construction}}s.  Like any {{L|noble|noble}}, dungeon masters also perform some tasks that do not require any particular labor, and may gain {{L|grower|grower}} skill in this way.*
 
  
:''(* If the {{L|standing orders|standing orders}} option "Dwarves All Harvest" is selected (under {{k|o}}, "Set Orders and Options"), all dwarves, including {{L|noble|noble}}s, will slowly gain Grower skill from harvesting, but will not plant unless that {{L|labor|labor}} is designated for that dwarf.  That is the use of the skill is what determines {{L|stack|stack}} size of {{L|crop|crop}}s, and since it is not possible to designate that labor in Dungeon Masters, they only gain {{L|experience|experience}} towards {{L|attribute|attribute}}s from this, not a {{L|skill|skill}} that can be used.)''
+
The '''dungeon master''' is non-functional in this version of ''Dwarf Fortress''.
  
All dungeon masters like {{L|copper|copper}}, {{L|silver|silver}}, {{L|electrum|electrum}}, {{L|gold|gold}}, {{L|platinum|platinum}}, and cloaks, among other things.
+
The dungeon master is intended to be a [[noble]], appointed by the [[Baron]], whose presence allows taming of exotic [[animals]] (animals with {{token|PET_EXOTIC|c}}). However, "exotic" animals remain untameable even if you manage to assign this noble to your fortress, so the only way to tame them is to edit the [[raw file]]s in the [[Main:saved game folder|saved game folder]] and change all instances of {{token|PET_EXOTIC|c}} to {{token|PET|c}}.
-->
 
A dungeon master will not make {{L|mandate|mandate}}s, though they will make {{L|demand|demand}}s.
 
  
Some sources say that Dungeon Master's arrival has been fixed in version 0.31.13{{verify}}.
 
 
{{gamedata}}
 
{{gamedata}}
 
{{Nobles}}
 
{{Nobles}}
 
{{Category|Aristocrats}}
 
{{Category|Aristocrats}}

Latest revision as of 16:01, 13 July 2024

Dungeon Master
Room requirements  
Office Office
Quarters Quarters
Dining room Dining Room
Tomb Burial Chamber
Furniture requirements
Chests 1
Cabinets 1
Weapon racks 1
Armor stands 1
Other
Mandates None
Demands 1
Arrival conditions
Function
  • Tame exotic animals
This article is about an older version of DF.

The dungeon master is non-functional in this version of Dwarf Fortress.

The dungeon master is intended to be a noble, appointed by the Baron, whose presence allows taming of exotic animals (animals with [PET_EXOTIC]). However, "exotic" animals remain untameable even if you manage to assign this noble to your fortress, so the only way to tame them is to edit the raw files in the saved game folder and change all instances of [PET_EXOTIC] to [PET].

Appointed Nobles
Military Ranks
Elected Nobles
Aristocrats
BaronCountDukeMonarch
Entourage
Other